IED feedback

boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

IED feedback

Post by boilerrat »

Post what you think of IEDs, in 0.9

Base it around
  • Pipebomb IED
  • Artillery IED
  • Availibility
  • Power
  • Number able to be placed
  • The specific kits themselves

Personally, I think ArtyIEDs aren't available enough.

Pipebombs are way too weak, we should be able to carry more.

We could also add more IED types.


Discuss
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Lucke189
Posts: 203
Joined: 2009-06-22 16:59

Re: IED feedback

Post by Lucke189 »

I agree. Since the pipebomb IED is almost useless now.
Can you even destroy bridges at all with them now? We tried with a lot and it still didn't work.
[uBp]Irish
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Re: IED feedback

Post by [uBp]Irish »

Played fallujah the other day, had a LAV drive right over my IED, and I think at worst it got tracked after it went over a hill and took terrain damage. What was the problem with it before?
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badmojo420
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Re: IED feedback

Post by badmojo420 »

I think the combat engineer kits for Hamas and Taliban should get the artillery IED rather than the pipebomb one. And then maybe give one of their spawn kits the pipebomb. But the Taliban and Hamas should have some kind of access to these powerful explosives.
Ninja2dan
Retired PR Developer
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Re: IED feedback

Post by Ninja2dan »

Lucke189 wrote:I agree. Since the pipebomb IED is almost useless now.
Can you even destroy bridges at all with them now? We tried with a lot and it still didn't work.
The standard IED used with the appearance similar to a pipe bomb is not going to be very deadly against vehicles. They are mainly intended for AP use, not anti-armor or anti-structure. Trying to use one of those against a bridge would be like using a pellet gun to hunt buffalo.
'[uBp wrote:Irish;1275468']Played fallujah the other day, had a LAV drive right over my IED, and I think at worst it got tracked after it went over a hill and took terrain damage. What was the problem with it before?
Again, if you were using the smaller IED, then that is to be expected. While it might blow a tire, those vehicles are designed to sustain tire/wheel damage and keep on rolling. If you were using the larger artillery IED, you'd need to detonate very closely under the target vehicle in order to cause maximum damage. Minor lag in either the driver or insurgent could cause the detonation to actually register early or late when faced with a fast-moving vehicle.


I don't recall what changes have been made regarding the IED's, but the topic was brought up and discussed earlier. Based on input of real-world characteristics of similar devices, the IED's were probably adjusted to be more in line with their actual counterparts.

As for carrying multiple IED's on a single person, that's not usually realistic. Planting an IED is usually done by teams, and one at a time. This limits the chances that the team will be killed trying to deploy the device. Basically, each device is planted by a single team and that team doesn't plant another until the first was either detonated, removed, or the team killed/compromised.

With regards to remote IED's (self-actuated), yes it's possible that teams will deploy multiple devices. But those being used in PR are player-detonated. And in those circumstances, one at a time is the best (most realistic) option.
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Jaymz
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Re: IED feedback

Post by Jaymz »

The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Ninja2dan
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Re: IED feedback

Post by Ninja2dan »

[quote=""'[R-DEV"]Jaymz;1275553']The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).[/quote]

That's a good update note. From what I'd seen before, the arty version was an extremely limited pick-up kit on the Insurgent maps, and was not being used often enough to really be effective. I'm looking forward to seeing more on the battlefield, something to keep drivers on their toes.


[quote="Draakon""]Yeah, the pipebomb IED's are much weaker. Iron Ridge, the crossroad after the central bridge coming from the Milita mainbase, i planted 6 IED's under a rock(they are just eye candy there). As a BTR-80 is coming, i am ready to detonate the IED's. When i detonated the IED's, the BTR-80 caught the explosion but was still going onwards with full spead ahead. Not even smoking.[/quote]

That's not bad thing though. In reality, you could strap those little IED's to the outside of a BTR covering every exterior inch of armor, detonate them all at once, and still do only minimal damage. In fact, the most you'd probably do is piss off the crew inside and maybe give them a bloody nose or serious headache. The vehicle itself would be fine though (scratches, dings, burn marks, chipped paint, etc), even with 100+ going off via direct contact.

Think of it this way. If you took a single M80 firework and compared it with say 100 Black Cats, the M80 is still going to be more damaging. Or imagine firing 500,000 rounds of an AK-47 at an Abrams tank, compared to just a single 120mm Sabot round.




In PR, I suggest using the smaller IED for anti-personnel or unarmored vehicles only, and using the larger IED or VBIED for anti-armor and anti-structure use. That is how they are designed to be deployed.
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Lucke189
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Re: IED feedback

Post by Lucke189 »

Well, I'm glad you're increasing the artillery IED and it makes sense to use the pipebomb for infantry and artilery IED for vehicles.
dtacs
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Re: IED feedback

Post by dtacs »

I'd like to see anti-personnel IED's introduced, ones with ball bearings and shrapnel and whatnot wrapped around explosives.

I heard somewhere about a Humvee driving in Iraq, when they stopped for a moment they noticed an IED full of steel balls mounted on the back of a stop sign, designed to go off when they drove past it, imagine that in PR eh?

At the moment the ArtyIED has some awesome damage, great when you can set them off after a cache has been taken out in a revenge tactic, but the pipe bombs just feel useless.
Ninja2dan
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Re: IED feedback

Post by Ninja2dan »

dtacs wrote:I'd like to see anti-personnel IED's introduced, ones with ball bearings and shrapnel and whatnot wrapped around explosives.
To my knowledge, all of the explosives (to include IED) have two different damage ranges. The first is their kill radius, the second is their max wound radius. As it was explained to me, the amount of damage done between the numbers is going to be a percentage rate, with the damage gradually decreasing to the max wound range.

In other words, there is an "invisible" frag radius of all explosives, but no visual fragmentation in game. The data I provided and which I think was used to help modify the IED values was based on such wounding capability.
I heard somewhere about a Humvee driving in Iraq, when they stopped for a moment they noticed an IED full of steel balls mounted on the back of a stop sign, designed to go off when they drove past it, imagine that in PR eh?
Chances are that such a device against an up-armored HMMWV would have minimal effect, except maybe against a gunner using the older exposed "turret". Also, using a stop sign as a base is a poor choice, for reasons which I will not discuss here.
At the moment the ArtyIED has some awesome damage, great when you can set them off after a cache has been taken out in a revenge tactic, but the pipe bombs just feel useless.
The smaller IED can still prove quite effective, especially when used tactically.


A common use of such devices is to find a good choke point, such as narrow road/alley way or in between obstacles such as vehicle hulks or walls, and place the IED on one side of the road with an AT mine on the other. This works best if the IED is concealed, such as under a rock, garbage, or other debris in the road.

How it works is quite simple. The driver is likely to see the mine early, and will swerve to the other side of the road to avoid the mine. At that point, he has taken the "bait" and is very likely to drive directly over the IED.

Players can also use the IED in combination with grenade traps, using the traps as visible "arrows" trying to make the enemy follow a route that takes them directly into/through another kill zone.

Another tactic might be to conceal the smaller IED inside of a structure along an ambush route. When you engage the enemy, those that try to take cover inside the structure will get baked.

I could go on and on with various tactics, and similar can be used with BLUEFOR and their M18's.
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boilerrat
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Re: IED feedback

Post by boilerrat »

I see what you are saying Ninja, but for these sort of tactics to be more effective, I believe we could carry at least two pipebombs.

If someone is going to go through the effort to create a bomb and try to kill the enemy, they are going to make sure they go down....

Why try to blow someone up, but not finish them off? I blew up a pipebomb at the Fallujah arches when a humvee stopped next to it, and the humvee smoked a little and they shot at me.

None of them died.... they didn't even RTB
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Lucke189
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Re: IED feedback

Post by Lucke189 »

As the insurgents now got their ammo trucks I think that one pipebomb IED is quite enough. Just request a pile of ammo boxes and you should be fine.
boilerrat
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Re: IED feedback

Post by boilerrat »

Most of the time those trucks get wasted, or abandoned on the other side of the map.
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Celestial1
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Re: IED feedback

Post by Celestial1 »

[R-DEV]Ninja2dan wrote:As for carrying multiple IED's on a single person, that's not usually realistic. Planting an IED is usually done by teams, and one at a time. This limits the chances that the team will be killed trying to deploy the device. Basically, each device is planted by a single team and that team doesn't plant another until the first was either detonated, removed, or the team killed/compromised.

With regards to remote IED's (self-actuated), yes it's possible that teams will deploy multiple devices. But those being used in PR are player-detonated. And in those circumstances, one at a time is the best (most realistic) option.
Change it so that only 1 IED can be in the gameworld at a time (per player, of course), but give them a few to carry?
The_Blitzcraig
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Re: IED feedback

Post by The_Blitzcraig »

Ive posted this is an older thread but it was locked because feedback was not open at the time so I will post it here.

Ive done quite a bit of testing with the IEDs and I can say that the pipebomb IEDs can destroy anything less armored then an APC. Ive set up 5 pipebomb IEDs directly under a M113 and detonated it which sent the APC flying 30 meters in the air and it flipped on its back, the explosion itself didnt seem to damage the APC at all since there was no smoke afterwards but the vehicle being flipped over soon caught fire and destroyed itself like all vehicles do when they flip. So theoretically it is possible to destroy armor using only pipebombs if you can manage to flip the vehicle with the blast force of 5 pipebomb IEDs. A single pipebomb IED will moderately damage light vehicles like humvees and log/transport trucks making them smoke if the IED was detonated fairly close to the vehicle (within about 5 meters) This blast will only slight injure the people inside but not enough to cause them to start bleeding. I recommend using at least 2 pipebomb IEDs if you are trying to hunt light vehicles. Summed up the pipebomb IED is best used for infantry and light vehicles and dont forget that these can be placed on nearly any surface like a wall or sign pole, just be creative. If they are placed high enough off the ground they can kill gunners in M113s, claymores are also useful for situations like this.

The artillery shell IED is now a beast however, Its explosion radius is much bigger then it was in previous versions, A single arty shell can moderately damage an M1 Abrams and 2 arty shells will destroy it. Just make sure the shell is within 10 meters of the tank if you want to do the most damage to it. Against the Bradley I placed a single arty shell underneath it and detonated. The Bradley was badly damaged with a good amount of smoke coming from it, It was soon immobilized from the blast, caught fire and blew up on its own from being so badly damaged by the single shell. The anti personnel radius of the arty IED is also rather large, I first tried detonating a arty shell from 45 meters away when it was placed under a tank. Turns out I was killed from being too close to the blast. Make sure you are least 85 meters away from a arty shell before you detonate it because they can injure people up to 70 meters away. Be sure to place these far enough away from caches as well so you dont accidentally blow the cache up with the large blast radius of the arty shell.

I hope this helps clarify the updated IEDs for anyone that wants to better understand them.
The_Blitzcraig
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Re: IED feedback

Post by The_Blitzcraig »

'[R-DEV wrote:Jaymz;1275553']The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
Will Taliban and Hamas receive the Artillery IED kit?
DevilDog812
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Re: IED feedback

Post by DevilDog812 »

sorry if this is off topic, but i didnt want to start a whole new topic and couldnt find a better spot.

is there a way to get an IED on singleplayer? what about an artillary IED? i looked around and found hidden kits (basrah btw) but i couldnt find an IED one
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boilerrat
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Re: IED feedback

Post by boilerrat »

Wrong section....


Anyways, you can get the artillery IED on fallujah if the gamemode is insurgency... obviously you have to be insurgents.


You can spawn with IEDs as insurgent also... pick the "sapper kit"
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